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EUROO 

|> 



university of 
groningen 


The Euroversity Good Practice 
Framework (EGPF) and its application 
to minority languages and elder learners 

Gary Motteram 1 , Ton Koenraad 2 , Hanna Outakoski 3 , 

Kristi Jauregi 4 , Judith Molka-Danielsen 5 , and Christel Schneider 6 


Abstract. The Euroversity Network project (2011-2014) has built a Good Practice 
Framework (GPF) that functions as a heuristic for course and activity designers 
wishing to develop courses and other materials for use in a range of virtual worlds. 
This framework has been tested with a number of courses during the running of the 
project and the aim is that it will be useful for new designers as a starting point for 
their own ideas development. The GPF is still open for adjustment and negotiation 
and this paper shows how two new case studies that were not the direct focus of 
the project, minority languages and elder learners, help to expose some of the 
framework’s weaknesses, but also many of its strengths. These case studies illustrate 
that a tool like the GPF can provide an effective mediating function for a variety of 
courses and other activity in virtual worlds. 

Keywords: course development, good practice framework, virtual worlds, minority 
languages, teaching older learners. 


1. University of Manchester; gary.motteram@manchester.ac.uk. 

2. TELLConsult; ton.koenraad@gmail.com. 

3. Umea University; hanna.outakoski@samiska.umu.se. 

4. University of Utrecht; k.jauregi@uu.nl. 

5. Molde University College; Judith.Molka-Danielsen@himolde.no. 

6. CSiTrain; chris.schneider@web.de. 

How to cite this article: Motteram, G., Koenraad, T., Outakoski, H., Jauregi, K., Molka-Danielsen, J., & Schneider, C. 
(2014). The Euroversity Good Practice Framework (EGPF) and its application to minority languages and elder learners. 
In S. Jager, L. Bradley, E. J. Meima, & S. Thouesny (Eds), CALL Design: Principles and Practice ; Proceedings 
of the 2014 EUROCALL Conference, Groningen, The Netherlands (pp. 241-247). Dublin: Research-publishing.net. 
doi: 1 0. 1 4705/rpnet.20 1 4.000225 


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1. Introduction 

The Euroversity Network project (2011-2014) has aspirations to bring together 
practitioners of any discipline to develop and run educational courses and activities 
in virtual spaces, e.g. Open Sim, Second Life, Minecraft, etc. (Molka-Danielsen, 
Mundy, Hadjitassou, & Stefanelli, 2012). The project, however, does not exclude 
the use of non-3D tools like desktop video conferencing, or more conventional 
Virtual Learning Environments (VLEs). The expectation is that these tools will be 
used in combination to support each other; exploiting their particular affordances 
(Conole & Dyke, 2004). At the core of the project is an exploration of the process 
of course design and development. This network project builds on the outcomes 
of previous European language projects like NIFLAR and AVALON and reaches 
forward to other ones like CAMELOT and T1LA. 

In the initial stages, the Euroversity Network project used case studies from the 
earlier projects to build a draft GPF for course design in virtual worlds; this draft 
framework was then tested with the development of new courses which were then 
also trialled. The draft framework was finally adapted and updated following the 
evaluation received from running these new courses. Further case studies were 
then based on these newly tried courses. The case studies and the framework can 
be found on the Euroversity wiki 7 . 

1.1. Evaluation and feedback 

The evaluation and feedback were based on data collected from running a number 
of courses developed taking the GPF as a reference across a range of disciplines, 
including languages, economics, sciences, anthropology and game design. 
Feedback was collected via questionnaires that were distributed both to the course 
instructors and the students. Interviews were also conducted with a number of 
instructors. A full analysis of the data is ongoing. 

Following on from this initial trial period, we now offer two additional areas that 
have considered the use of the framework, since its initial drafting and revision. 
These are (1) minority languages and (2) the recognition of the affordances and 
constraints that virtual worlds offer for the teaching of such languages. The second 
area of application is that of age and disability. This initial paper will focus on a 
brief summary of the explorations of these course designers. 


7. http://euroversity.pbworks.eom/w/page/52279279/Euroversity 


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2. Two case studies 

2.1. Indigenous and minority languages in virtual 3D learning spaces 

Endangered indigenous languages, such as North Sami, and minority languages 
such as Basque, are potential beneficiaries of online teaching (Outakoski, 2014). 
This is due to the fact that the teaching of these languages often involves smaller 
student groups, who can be widely distributed, low speaker density communities, 
and language stigma of various kinds. However, the presence of lesser-spoken 
language communities and their practitioners in virtual worlds is negligible. 

In the context of Euroversity, an exploratory study was carried out in order to 
find out whether (and how) teachers of Basque do use virtual environments, 
particularly 3D virtual worlds, in their teaching and what their perceptions 
are about using virtual environments in education. A questionnaire was sent 
to Basque schools, Basque institutions, European universities where Basque is 
being taught, and Basque cultural institutions around the world. In the end, 38 
teachers of Basque completed the survey. The results show that most teachers 
(85%) were not familiar with 3D virtual worlds at all; only two teachers reported 
to sometimes use Second Life in their teaching but they offered no further 
information about what they did and how they used Second Life. As for the 
use of other virtual environments, 36% of the teachers reported to use Moodle 
(very) frequently in their courses, and 30% use Facebook (very) frequently; 
however, the most popular digital application was YouTube: 41.7% of teachers 
reported to use it. A 5-point Likert scale was used to measure teachers’ views on 
the relevance of integrating virtual environments in education. As can be seen in 
Table 1, teachers were positive about the integration of virtual environments in 
their teaching and would like to know more about the pedagogical affordances 
these virtual environments offer to enrich the teaching of Basque. The GPF 
together with (virtual) training sessions might be a very good start for these 
teachers to develop their pedagogical skills, yet the fact that the GPF is only 
available in English might constitute a big problem for most of them. 

While the Euroversity GPF (EGPF) is of potential value in course design for 
indigenous and minority languages, one immediate barrier is the choice of English 
as the single common language of the framework. This is an infrastructural 
obstacle in the same way as would be the access to modern computers with updated 
graphic cards, fast Internet connection and adequate support (both pedagogical and 
technical). These problems cease to be an issue if human and financial resources 
are invested both in a multilingual framework and to local or regional support of 


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the educational programs that require the use of virtual worlds in education. If the 
infrastructural problems are overcome, then the framework itself will be the engine 
for developing new pedagogical models and solutions for teaching and learning in 
virtual environments. 

Table 1. Teachers of Basque (iV=36) about the relevance of teaching in virtual 
worlds. 5 point Likert scale (1: strongly disagree / 5: strongly agree) 


Items 

Mean 

SD 

Teaching in virtual worlds is a hot topic. 

4 

0.8 

I am interested and would like to know more about teaching in virtual worlds. 

4.2 

0.7 

I think teaching in virtual worlds can enhance teaching different aspects of Basque. 

4.1 

0.8 

I would like more information about the educational possibilities 
of the integration of virtual worlds in language teaching. 

4.2 

0.8 

I would like to collaborate with others in developing a curriculum 
for the teaching of Basque in virtual worlds. 

3.4 

1.1 

It is important to reach students who cannot attend regular classes. 
In this sense virtual worlds may facilitate access to education. 

4.3 

0.7 

Virtual environments for teaching seem interesting but I think that integration 
is difficult because of the technical aspect. 

3.3 

1.2 


If we now consider the Sami and the Basque cases in particular, it seems unlikely 
that the infrastructural obstacles would be the only reason why these groups are 
so imperceptible in virtual educational environments in general. And indeed, in 
both cases some of the problems besides infrastructure have to do with users’ 
lack of time (work overload), adequate technical skills or knowledge of the 
different 3D teaching environments, or with the rigidity of the teaching programs 
(course design and curriculum). Such structural challenges ask more from the 
educational system and are sometimes harder to tackle than the infrastructural 
challenges. 

Indigenous contexts are also often bound to a certain ‘place’ (Kuokkanen, 2009, 
p. 95; McCarty, Nicholas, & Wyman, 2012), such as traditions, ideologies, 
identities and locations that determine where one belongs. Language and traditional 
knowledge are also often seen as collective heritage that are held sacred and are 
in need of protection. When we view the potential that the new, versatile and open 
virtual learning spaces offer to learners and teachers against the perception of 
accepted knowledge transfer within an indigenous community, then it seems that 


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the openness and novelty of the learning space, although being its best assets, are 
also at the same time some of the main reasons why indigenous communities might 
remain reluctant to establish educational presence in virtual environments. 

In the Basque case, virtual educational environments might rather be seen as 
offering yet another “expanded dimensio[n] for the creation and re-creation of 
ethnicity and carr[y] the potential to unite virtually what is impossible to unite 
physically” (Totoricaguena, 2003, p. 177). And although the educational sector and 
practitioners are still only learning about the potential of virtual learning spaces, 
the “community is expanding into virtual reality” (Totoricaguena, 2003, p. 178). 
For example, the Basque Cultural Institute has plans of creating a culture centre, 
Artean (EKE-ICB), in Second Life. It is therefore rather the structural than the 
epistemological reasons that are behind the invisibility of Basque educators and 
learners in virtual environments. 

We find that the obstacles experienced by users of computer assisted learning models 
such as infrastructure or lack of information can, to some extent, be overcome and 
the EGPF has been helpful here. On the other hand, obstacles experienced by, for 
instance, an indigenous learning community may involve so many compounding 
factors independent from the educational context that providing a course design 
or examples of good practice is not enough to attract the community to the virtual 
learning environment. 

2.2. Designing a social communicative space 

for learning for the elderly in virtual worlds 

This case study explores the opportunities and challenges of designing a virtual 
social communicative space for (language) learning for the target group of elderly 
learners. Although in general, society identifies “elderly” as age 65 and older, there 
is a great range of abilities and (physical and cognitive) limitations within this age 
group (Merriam, 2001) that would make categorisation by age alone meaningless. 
Flence, to arrive at useful recommendations to make VLEs more accessible for 
elderly learners, the factors need to be identified that distinguish sub-groups in this 
population segment by types of impairments. 

On the elderly use of ICT in general (PC, Internet, mobile devices), the authors 
report research showing that it has increased considerably over the last six years. 
The motivation for the use of virtual technologies for the elderly appears to be 
as diverse as for any group in society, as some of the findings show: reduction of 
loneliness (Sawyerr & Pinkwart, 2011), situated learning and gaining experiences 


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in a safe place (Falconer, 2014), and compensation of limited mobility in the 
physical world (Eliot, Rost, & Singh, 2013). 

To define design considerations particularly for the elderly population segment, 
data were collected through an interview with A. Krueger, founder of Virtual Ability 
Inc. and the Virtual Ability Island (VA) in Second Life was explored. The authors 
undertook two tours on VA. In one guided tour, Krueger (20 1 3 ) pointed out specific 
(features of) builds, the related application of universal design principles, as 
suggested by Extension, America’s Research-based Learning Network (2013), 
and the theory of andragogy. The second tour, of a more exploratory nature, 
led by Professor Waller, an expert in the field of Augmentative and Alternative 
Communication (AAC), was also recorded. 

Relating the analysis of these experiences and observations to the Euroversity 
GPF, the authors present a number of questions that should be asked and answered 
by module designers to define considerations for a Target Group (TG) of elderly 
population. The GPF-related topics include aims/objectives, technical issues and 
support, interaction, risks and world related technical issues and post module 
evaluation. 

Drawing from the suggested answers to these questions, several abilities and 
limitations factors are identified that can influence the preferred use of an 
interface (the interaction with the Second Life browser in this case). For example, 
for impaired vision ability, the availability of recorded sound clips and snap-to 
signboards that fill the screen are suggested. 

3. Conclusions 

This paper has shown that the Good Practice Framework has significant values 
for the design and development of various kinds of courses and activities in 
virtual worlds. The case studies discussed here show that there are still issues with 
the framework when it moves into new realms, but that in both cases there are 
positive attributes that make the EGPF of value to a broad community of materials 
developers. While the Euroversity Network project itself did not focus specifically 
on language learning, it can be seen that there are definite reasons to make use of it 
for the design of language courses and other related activities. 

Acknowledgements. We would like to thank all of the teachers and students who 
have taken part in the design, development and use of the different courses that 
have been used to collect data on the framework. This project has been funded with 


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support from the European Commission. This publication reflects the views only of 
the authors, and the Commission cannot be held responsible for any use which may 
be made of the information contained therein. 

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